Tōhō Project

Total Page:16

File Type:pdf, Size:1020Kb

Tōhō Project Corso di laurea magistrale in Lingue, economie e istituzioni dell’Asia e dell’Africa mediterranea Tesi di Laurea Tōhō Project Storia ed evoluzione di un videogame divenuto paradiso dei fan per i fan Relatore Prof. Pierantonio Zanotti Correlatrice Prof.ssa Caterina Mazza Laureando Patrick Bergamo Matricola 833725 Anno Accademico 2018 / 2019 1 Tōhō Project Storia ed evoluzione di un videogame divenuto paradiso dei fan per i fan Abstract: Con il seguente elaborato desidero portare l'attenzione su uno dei più importanti fenomeni che hanno coinvolto il mondo videoludico giapponese negli ultimi anni, la serie di videogiochi denominata Tōhō Project ed il mondo del fangame che orbita attorno ad essa. Cominciata per la prima volta nell’agosto del 1997 con il titolo Tōhō Reiiden per la piattaforma del PC-98, e sviluppata in tutte le sue parti da un’unica persona, il programmatore giapponese Ōta Jun'ya, conosciuto con lo pseudonimo di ZUN, questa serie ha visto un’evoluzione esponenziale arrivando a contare ad oggi ben ventotto titoli, senza calcolare le migliaia di altre opere prodotte dai fan. Proprio per questo motivo, infatti, seppur fuori dal Giappone e nell'ambito accademico esistano ancora pochi studi ed analisi relativi a questo videogame, è innegabile come questo gioco sia stato l'inizio di un importante fenomeno di massa in grado di attrarre a sé l'attenzione di ormai più di una generazione di videogiocatori, arrivando, anche grazie a merchandise, concerti, personalità ed eventi collaterali, a coinvolgere ogni anno diverse migliaia di giovani. Lo studio dell'evoluzione e delle ragioni che hanno portato il Tōhō Project ad evolversi da una serie di semplici giochi indie degli anni novanta sino ad entrare nel Guinness dei primati come la saga sparatutto dōjin con più titoli al mondo (Guinness World Record 2011) avverrà secondo diverse modalità di ricerca e mediante l’uso di svariate fonti. Questo elaborato verrà, infatti, supportato con l’uso di alcune opere accademiche nella disciplina dei digital game studies, come, ad esempio, gli studi di Frans Mäyrä, James Newman e Massimo Maietti, che permetteranno, dopo aver suddiviso l’esperienza videoludica del videogame nelle sue componenti basilari, composte dal gameplay e dai vari elementi narrativi, di collocare i titoli della serie in rapporto al proprio settore di appartenenza per poterne comprendere appieno la sfera d’influenza e le modalità con cui essi si erano posti dinanzi ai vari giocatori sin dalla seconda metà degli anni novanta. Successivamente, tuttavia, l’attenzione verrà spostata anche verso lo studio di diversi siti web, partendo dai forum e dalle wiki sino a giungere ad interviste e articoli specialistici presenti online sia in giapponese che in lingua inglese, per potersi avvicinare il più possibile al mondo dei fan e alla loro personale visione dell’opera. Questo studio verrà condotto, inoltre, anche mediante l'analisi dei blog e dei maggiori eventi come il Tōhō Reitaisai (la Convention 2 principale di Tōhō) e il Comiket (una delle più grandi manifestazioni anime e manga dell’intero Giappone). Volendo dividere il progetto in diversi capitoli, inoltre, esso partirà da un'analisi approfondita della storia iniziale del videogame, con particolare attenzione al genere videoludico di appartenenza, i danmaku games, anche conosciuti come Bullet-Hell, gli sparatutto a scorrimento con la difficoltà più alta presenti sul mercato, alla piattaforma scelta per il lancio della prima serie, il PC-98, all’ambiente degli indie game, e alle vicende relative al suo creatore, ZUN, andando a collegare il tutto, infine, con la situazione che il mercato videoludico giapponese stava affrontando verso il termine degli anni novanta. Fatto questo si procederà nella ricerca degli elementi che hanno permesso la fama del gioco, dapprima grazie ad un’analisi generale dei vari elementi che ne costituiscono l’esperienza videoludica e, successivamente, prendendo in esame uno dei titoli, Tōhō Kōmakyō, come caso studio. Nella seconda parte dell’elaborato si proseguirà poi analizzando come i molti circoli fandom collegati a Tōhō, ricchi di importanti figure artistiche come musicisti, disegnatori, e programmatori, accomunati tutti dallo stesso affetto per la saga videoludica, abbiano permesso al fenomeno di progredire e svilupparsi. Dopo un’analisi dei maggiori eventi che li vedono coinvolti, dal Comiket al Reitaisai, si analizzeranno i motivi che hanno permesso la nascita della passione dei fan per la serie, con particolare attenzione al collegamento tra i personaggi di gioco e la subcultura otaku degli anni novanta. Si passerà poi, dopo aver analizzato le semplici regole con le quali ZUN, il creatore della saga, ha scelto di gestire il suo fandom, ad una breve analisi dei vari giochi fan-made presenti per la maggior parte delle console, dei gruppi musicali, come ad esempio gli East New Sound o gli IOSYS, dei dōjinshi, dell’animazione e delle molte opere di merchandise collegate a Tōhō. Nell’ultima parte dell’elaborato, infine, dopo aver analizzato il rapporto del fenomeno con il mercato al di fuori del Giappone, in particolar modo relativamente alle opere artistiche prodotte dai fan americani ed europei, l’attenzione verrà spostata sulla possibilità o meno di applicare le caratteristiche che hanno reso famosa questa saga anche a titoli videoludici diversi, collegati più nello specifico con il mercato occidentale. Riassumendo le principali domande a cui tenteremo di rispondere all’interno di questa analisi, esse saranno: • In cosa consiste il fenomeno di Tōhō? 3 • Quali rapporti presenta il gioco rispetto ad altri titoli presenti nel mercato videoludico degli anni novanta? E cosa lo collega al mondo dei danmaku e degli indie game? • Quali sono i principali punti di forza del videogame? e come si presentano durante l’esperienza del giocatore? • Cosa può aver generato nei fan la passione per quest’opera? • Quali sono le opere principali che ne costituiscono il fandom? E quali sono le regole scelte da ZUN per regolare questo fenomeno? • È possibile replicare gli elementi che hanno portato alla fama il Tōhō Project anche per altre opere videoludiche diverse, in particolare se collegate al mercato europeo e nordamericano? e quali potrebbero essere le migliori strategie da applicare per riuscirvi? Con la speranza che questo elaborato possa permetterci di comprendere meglio un fenomeno come Tōhō, finora ancora poco studiato, e di scoprire, in modo più accurato, quali sono gli elementi che hanno permesso al gioco di attrarre a questi livelli l’affetto e la passione dei suoi fan, mi accingo quindi ad iniziare il mio progetto di studio. 4 要旨 東方 Project とは何か?ZUN と言うプログラマーは誰か?どうして幻想郷のキャラクター が好きな大勢の若い日本人は毎年コミケットや博麗神社例大祭などのようなイベントに参 加するか?つまり、どうして当ゲームは日本にて現象として非常に人気になったか?この 卒業論文の目的は上記の問題などに対する解答を見つけるようになることだ。まず、東方 はどんなゲームか理解するために自分は東方のようなゲーム、特に弾幕ゲームと同人ゲー ムを分析して、東方旧作に関する PC98 というプラットフォームも分析する構想だ。その 後、東方 Project の創作者、ZUN というプログラマーについて話し、当ゲームのシリーズ の特性について深く説明する。ただし、東方 Project を完全に把握するために、当ゲーム に関する現象をおおむねだけで論することが足りないため、精密な分析をすることが必要 だとわかる。そのため、東方のシリーズについて一般的に話した後、東方紅魔郷という ゲームを詳しく分析する方向になる。当ゲームを見れば、さまざまな東方の特徴がわかる ようになってくると思う。 しかし、東方のゲームの得意点を全部見つけても流行として人気になった理由が到底解答 できないと思う。正直に言えば、東方のような素敵なゲームは数え切れないほど年々着々 発売されている。東方のキャラクター、音楽、ゲームプレイは紛れもなく素敵なのに世界 の一番ゲームとは言えない。それにしても、絶え間なく公表度が増大して世界中に有名な ゲームになる理由は何だろう。その問題に対する答えは東方の愛好者のほうから見つけら れるかもしれない。東方のファンの立場から考えると、様々な事がわかるようになると思 う。正式に東方 Project の全体は約28 ゲームがあるが、ファンの自作ゲームと加えて計 算すればゲームの数は428 までになる。しかも、東方のファンが作った物はゲームだけ ではなく、音楽のバンド、同人誌、漫画、アニメも多種だ。東方のファンが作った物の数 だけは多い。だから、東方 Project は有名な事になった理由は創作者の ZUN よりも、東方 のファンこそだ。 しかし、その人たちは当ゲームに強い愛着を持っている理由は何か?その疑問を解答する ため、この卒業論文の後半に、ゲームのファンの世界について詳細に検討する。まず、 5 ファンの考えがわかるために、digital game studies を専攻する学者の考えを方法から ファンの行為分析を接近したり、ゲームやアニメの愛好者が集まった最も大きなコミケッ トというイベントの歴史について話したいと思う。その後、愛好者はどんな東方のキャラ クターの特徴が好きなことがわかるために、1990 年代のオタク文化と 1990 年代の若い日 本人はどんなキャラクターが好きな事について話すつもりだ。そうしたら、様々な事がわ かると思う。例えば、幻想郷には数限りないキャラクターがあるから、現実の世界にある ファンはどんな人でも自分の性格に似合う幻想の世界の好ましいカウンターパートが見つ けられる。それも大事な得意点と見られる。最後に、東方の愛好者は当ゲームが大好きな 理由を全部理解できた後、これからゲームの新しい発展事について話すつもりだと思う。 それは東方のファンがどんな作った物の種類があるこそだ。東方のファンの世界は広いの で、一般的に東方のゲーム、音楽のバンド、同人誌やアニメについて話す。卒業論文の最 後に、東方の現象はアメリカやヨーロッパとどんな関係があるかについて話したいと思 う。とくに、東方のゲームはどうやってアメリカやヨーロッパに導入されたか、東方は西 方(すなわち西洋諸国)にどれぐらいファンがあるのか、東方は西方にも有名な現象にな るかといった問題に対して解答を探したいと思う。最後に、西方のゲームは、東方のよう な得意点があれば、同じように流行っていけるかなあと論する。 つまり、このゲームの現象の歴史を見て、詳しくゲームの得意点を分析して、ファンの世 界や文化について話して、様々なファンが作った物について話した後、この素晴らしい ゲームの未来についてもっと話す事が出来ると思う。 実は、西方には東方ゲームはまだ有名な事ではないと思う。しかし、私の希望は、この卒 業論文を通じて、皆様はこのゲームについてもっとわかるようになってくる。そして、こ の素晴らしいZUNが作った世界があなたたちにも、少しだけ、気になると望む。 6 Sommario CAPITOLO 1: Tōhō: nascita e crescita di un fenomeno di massa p.9 Capitolo 1.1: Cos’è Tōhō? p.12 1.2: Le origini di Tōhō p. 13 1.2.1: Il mercato videoludico giapponese negli anni novanta p. 15 1.2.2: Il re dei PC giapponesi negli anni 90, il PC-98 p. 19 1.2.3 Il mondo degli indie game e il genere danmaku p.23 1.3 L’evoluzione di Tōhō e il ruolo di ZUN p.24 1.3.1: La vita di Ōta Jun’ya e il profondo amore per la sua opera p.26 1.3.2: I vari gameplay del Tōhō Project p.31 1.3.3: Il mondo di Gensōkyō p.38 1.4: Tōhō Kōmakyō come caso di studio p.49 1.5: Conclusioni CAPITOLO 2: Tōhō: l’evoluzione del fenomeno e il potere del fandom p.51 2.1: La nascita del fandom e il ruolo della community p.58 2.2: La cultura Otaku e i motivi del successo di Tōhō p.62 2.3: Le opere del fandom e le prospettive per il futuro p. 71 Conclusioni finali p. 75 Glossario p.78 Bibliografia p.85 Ringraziamenti 7 Capitolo 1 Tōhō: nascita e crescita di un fenomeno di massa (FIG 1: Tōhō Azure Reflection, titolo fan-made distribuito in Nordamerica
Recommended publications
  • 1423778527171.Pdf
    Bahamut - [email protected] Based on the “Touhou Project” series of games by Team Shanghai Alice / ZUN. http://www16.big.or.jp/~zun/ The Touhou Project and its related properties are ©Team Shanghai Alice / ZUN. The Team Shanghai Alice logo is ©Team Shanghai Alice / ZUN. Illustrations © their respective owners. Used without permission. Tale of Phantasmal Land text & gameplay ©2011 Bahamut. This document is provided “as is”. Your possession of this document, either in an altered or unaltered state signifies that you agree to absolve, excuse, or otherwise not hold responsible Team Shanghai Alice / ZUN and/or Bahamut, and/or any other individuals or entities whose works appear herein for any and/or all liabilities, damages, etc. associated with the possession of this document. This document is not associated with, or endorsed by Team Shanghai Alice / ZUN. This is a not-for-profit personal interest work, and is not intended, nor should it be construed, as a challenge to Team Shanghai Alice / ZUN’s ownership of its Touhou Project copyrights and other related properties. License to distribute this work is freely given provided that it remains in an unaltered state and is not used for any commercial purposes whatsoever. All Rights Reserved. Introduction Choosing a Race (Cont.’d) What Is This Game All About? . 1 Magician . .20 Too Long; Didn’t Read Version . 1 Moon Rabbit . .20 Here’s the Situation . 1 Oni . .21 But Wait! There’s More! . 1 Tengu . .21 Crow Tengu . .22 About This Game . 2 White Wolf Tengu . .22 About the Touhou Project . 2 Vampire . .23 About Role-Playing Games .
    [Show full text]
  • Uila Supported Apps
    Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage.
    [Show full text]
  • L'expérience De Création De Jeux Vidéo En Amateur Travailler Son
    Université de Liège Faculté de Philosophie et Lettres Département Médias, Culture et Communication L’expérience de création de jeux vidéo en amateur Travailler son goût pour l’incertitude Thèse présentée par Pierre-Yves Hurel en vue de l’obtention du titre de Docteur en Information et Communication sous la direction de Christine Servais Année académique 2019-2020 À Anne-Lyse, à notre aventure, à nos traversées, à nos horizons. À Charlotte, à tes cris de l’oie, à tes sourires en coin, à tes découvertes. REMERCIEMENTS Écrire une thèse est un acte pétri d’incertitudes, que l’auteur cherche à maîtriser, cadrer et contrôler. J’ai eu le bonheur d’être particulièrement bien accompagné dans cette pratique du doute. Seul face à mon document, j’étais riche de toutes les discussions qui ont jalonné mes années de doctorat. Je souhaite particulièrement remercier mes interlocuteurs pour leur générosité : - Christine Servais, pour sa direction minutieuse, sa franchise, sa bienveillance, ses conseils et son écoute. - Les membres du jury pour avoir accepté de me livrer leur analyse du présent travail. - Tous les membres du Liège Game Lab pour leur intelligence dans leur participation à notre collectif de recherche, pour leur capacité à échanger de manière constructive et pour leur humour sans égal. Merci au Docteure Barnabé (chercheuse internationale et coauteure de cafés-thèse fondateurs), au Docteure Delbouille (brillante sitôt qu’on l’entend), au Docteur Dupont (titulaire d’un double doctorat en lettres modernes et en élégance), au Docteur Dozo (dont le sens du collectif a tant permis), au futur Docteur Krywicki (prolifique en tout domaine), au futur Docteur Houlmont (dont je ne connais qu’un défaut) et au futur Docteur Bashandy (dont le vécu et les travaux incitent à l’humilité).
    [Show full text]
  • 論文定案final UPDATE
    篇名: 東方與同人在音樂上的火花 作者: 劉博昇。桃園縣立平鎮高中。高三 4 班 1 PDF 檔案使用 "pdfFactory" 試用版本建立 www.ahasoft.com.tw/FinePrint 壹●前言 在這個世界上聲音會左右我們的生活,會影響一個人的思考模式,在我們所接觸 的任何刺激下,若少了聲音,不管是美麗的、吵雜的、感動的等等。 我相信就算擁有了視覺觸覺,少了聲音的那一份鋪陳,世界的色彩形如一片黑 暗,比死寂更死寂比染上鮮血的刀鋒更為驚悚。 每個人都會對聲音有不同的見解,也許有人喜歡瘋狂的雜音、有人喜歡微風輕撫 過身體的摩擦聲,每個人都會對音樂有份特別的感覺、不同的感觸。然而今日的 見解是在自己接觸過的音樂下所作的比較而產生的優劣感,在我們的環境上能接 觸到的,絕大部分是經由商業包裝,大量媒體宣傳,浮誇的張揚下所呈現的商品, 這樣的作品,往往會失去了一份對音樂真正的感動,一種真正能讓情感飛昂在音 樂中的用心,感受到其中的情感。如此也導致了另一個層面的音樂,被這樣光鮮 亮麗的”商品”充斥的環境下,成為了默默無名的一群,他們靜靜的製作ˋ自己 喜歡的音樂,往往花了半年甚至一年,只完成一張專輯,就這樣僅靠著自己的雙 手,譜出一頁頁令人嘆為觀止的音符。他們創作手法從一般的流行音樂廣泛到遍 及世界各個角落的民族音樂,將各個環節用自己的方式融合出新的曲風,音樂呈 現的是反應自我心境的音樂故事。所用的樂器音源也不是一個樂團的形式能夠包 容的,有如同台北愛樂的大編制演奏,或是只有琵琶與三味線的器樂獨奏,製作 這些音樂的作者來自你所生活的周遭,只是與你擦身而過的存在。 在同人文化世界下,雖稱為非主流,在這圈子中也是有很多工作者,經過不斷的 蛻變,在這個價值圈下受到肯定,而自成一格,由作品可以發展出完整獨立的同 人體系。 今天同人音樂這塊這麼大的範圍該如何作切入呢?四十幾年的同人販售文 化,在音樂這塊,豈能一言道盡天下事?所以換種方式,讓我們從近代同人作 品中,從最為人稱頌的作品,幾乎能與同人畫上等號的存在,去作探討,慢慢 的看出整個同人音樂的狀況,從最有存在性的作品,去看整個同人音樂的活躍 性。作品,就是所謂的東方 PROJECT。 在我介紹的方向下,從一開始關於一、同人基本介紹,先建立對同人音樂的概念 後,馬上切入了同人展售會,一連串的名詞轟炸,關於一般展售會的、東方的等 等,都會在之後對於東方的介紹下解釋,或作專註說明,然而為何要介紹東方? 自從東方誕生,就與同人市場分離不開,音樂、遊戲、小說、甚至是商業性連載 書刊,都會涉及到這兩字,且呈現的展覽主題,也不會缺這兩個字,可以說看清 2 PDF 檔案使用 "pdfFactory" 試用版本建立 www.ahasoft.com.tw/FinePrint 東方後,對於日本同人展在玩什麼東西,也就不會這麼陌生了,所以從二、東方 PROJECT 開始讓我們先從 ZUN 對於東方的基本架構(故事、ZUN 本身等等), 延伸到三、遊戲介紹,ZUN 說過他的創作創作理念:「為了遊戲而存在」( 註 一 ) , 所 以 若 要 放棄遊戲本身,實也捨棄了創作根源,這方面仍需重點式的瞭解之後再 向核心主題發展四、東方的音樂介紹、五、與同人音樂的關係,然而在東方與同 人音樂,這兩個是非常龐大的東西,絕不是這裡能夠詳細說明的,但是期待以重 點式的方式,評論分析兩著的音樂關係,藉由主客觀的賞析,選入的二次創作作 品風格,作個小小的比較,作為東方與二次創作熱絡的證明,至此,有個脈絡可 尋,以備將來擴充資料能夠加深加廣。 一、 同人基本介紹 (一) 同人 1. 意義 此為一個在日本被廣泛使用的一個名詞,指的是一種行為方式、一種社群、一 種體系的代名詞,就「同人兩字在日本沿用的意義是一種二次創作的行為又稱
    [Show full text]
  • The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
    University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr.
    [Show full text]
  • Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
    Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole)
    [Show full text]
  • [N381.Ebook] Download PDF Pixiv Almanac by Various
    PIXIV ALMANAC BY VARIOUS DOWNLOAD EBOOK : PIXIV ALMANAC BY VARIOUS PDF Click link bellow and free register to download ebook: PIXIV ALMANAC BY VARIOUS DOWNLOAD FROM OUR ONLINE LIBRARY PIXIV ALMANAC BY VARIOUS PDF There is without a doubt that publication Pixiv Almanac By Various will certainly consistently give you motivations. Even this is just a publication Pixiv Almanac By Various; you can locate lots of styles and types of publications. From captivating to experience to politic, as well as scientific researches are all given. As what we specify, below we provide those all, from famous writers and also author on the planet. This Pixiv Almanac By Various is among the collections. Are you interested? Take it now. How is the way? Learn more this write-up! PIXIV ALMANAC BY VARIOUS PDF Download: PIXIV ALMANAC BY VARIOUS PDF Envision that you get such particular spectacular experience and expertise by only checking out a publication Pixiv Almanac By Various. How can? It seems to be higher when a publication can be the most effective point to uncover. Publications now will appear in printed and soft file collection. One of them is this e-book Pixiv Almanac By Various It is so typical with the printed books. Nonetheless, numerous people in some cases have no space to bring the publication for them; this is why they cannot read guide wherever they desire. For everybody, if you wish to start joining with others to check out a book, this Pixiv Almanac By Various is much suggested. And you should get guide Pixiv Almanac By Various here, in the link download that we give.
    [Show full text]
  • Title a Rewards-Based Crowdfunding
    Title A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Sub Title Author 劉, 通(Liu, Tong) 中村, 伊知哉(Nakamura, Ichiya) Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2015 Jtitle Abstract Notes 修士学位論文. 2015年度メディアデザイン学 第431号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 5-0431 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master's Thesis Academic Year 2015 A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Graduate School of Media Design, Keio University Tong Liu A Master's Thesis submitted to Graduate School of Media Design, Keio University in partial fulfillment of the requirements for the degree of MASTER of Media Design Tong Liu Thesis Committee: Professor Ichiya Nakamura (Supervisor) Associate Professor Kazunori Sugiura (Co-supervisor) Professor Sam Furukawa (Member) Abstract of Master's Thesis of Academic Year 2015 A Rewards-Based Crowdfunding Platform for Chinese Doujin Fans and Doujin Creators Category: Design Summary Doujin is stated as a general Japanese term for a group of people who share an interest, activity, hobbies, or achievement. In the field of doujin, amateur self- published works are called doujin works, including but not limited to fan fiction, illustration, comic, music, and game. Doujin work is a part of a wider category of doujin.
    [Show full text]
  • The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
    THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States.
    [Show full text]
  • ALAIC 29.Indd
    RECRIAR E DIFUNDIR: PRÁTICAS DE CIRCULAÇÃO A PARTIR DO JOGO ARMA 3 RECREATE AND DISTRIBUTE: CIRCULATION PRACTICES FROM ARMA 3 GAME RECREAR Y DIFUNDIR: PRÁCTICAS DE CIRCULACIÓN DEL JUEGO ARMA 3 Edu Jacques 82 Pós-doutorando em Design na Unisinos. Doutor em Ciências da Comunicação pela Unisinos. E-mail: [email protected]. RESUMO O convite feito a consumidores de objetos midiáticos a uma produção derivada conduz a uma reinterpretação do processo de circulação. Antes justaposto entre os momentos de produção e recepção, o operador reveste-se atualmente de importância analítica. Diante desse desafio recorremos a relatos de pesquisa empírica a respeito da produção que jogadores elaboram sobre um jogo de ação, Arma 3. Nesse quadro de referência, com a aceleração das trocas simbólicas num processo que convencionou-se chamar de midiatização, investimos numa análise das práticas de recepção criativa ou cocriação. O foco dado no texto remete às dinâmicas de aprendizado e sobre o redirecionamento narrativo. PALAVRAS-CHAVE: RECEPÇÃO; MIDIATIZAÇÃO; JOGOS DIGITAIS; CIRCULAÇÃO ABSTRACT The invitation to consumers of media objects to a derivative production leads to a reinterpretation of the circulation process in communication studies agenda. Previously, the process was juxtaposed between production and reception stages, however current transformations argue for its analytical importance. In this context, with the acceleration of symbolic exchanges in a process that has been called mediatization, we proceed in an analysis of the practices of creative reception or co-creation. The focus given in the paper refers to learning dynamics and narrative redirection. 83 KEYWORDS: AUDIENCE; MEDIATIZATION; GAME STUDIES; CIRCULATION RESUMEN La invitación a los consumidores de los objetos mediaticos a una producción derivada conduce a una reinterpretación del proceso de circulación en la agenda de los estudios de comunicación.
    [Show full text]
  • Remyadry, a Dungeon Crawling RPG Inspired by Touhou Project Was Released Today
    For Immediate Release Contact: CuriousFactory (Oversea Rep for Eisys, Inc) July 11, 2018 Ayaka Hahn 703-304-7685 [email protected] Remyadry, a Dungeon Crawling RPG Inspired by Touhou Project was Released Today - 100% translated into English, the game is being sold on DLsite.com and Steam - TOKYO, Japan – Eisys, Inc. today announced that they have released Remyadry, a dungeon crawling RPG developed by Kokoko Soft, on its online store DLsite.com and on Steam. Remyadry is an RPG inspired by Touhou Project from “Team Shanghai Alice”. [Story] Gensokyo is connected with 'a certain world' and eventually a huge dungeon by the name of 'Mazes of the Week' appears. The mansion that protagonist Remilia Scarlet was living in is trapped within this dungeon. Cooperating with companions, Remilia and co. end up having to clear that dungeon. [Game Overview] Remyadry is a mouse controlled RPG with character creation and dungeon crawling. Players can compose their party from a maximum of 20 units and fight their way through the dungeon. [Unique Features] • Players can import their own image assets into the game to personalize the game experience • Characters can be named freely • Acquire more characters as the story progresses • Characters can be powered up by distributing points earned in the game • Earn skill points by progressing the game and customize your skill tree • Most battles are automated for a smooth game experience [Special Discount] A 10% discount is being offered during the first week after release on Steam, so don’t miss this chance to try out this popular indie RPG from Japan! Remyadry Promotion Video: https://youtu.be/aH6l7klb-4c Remyadry Product Pages: DLsite.com: http://www.dlsite.com/eng/work/=/product_id/RE227437.html Steam: https://store.steampowered.com/app/867490/Remyadry/ Platform: Windows 8 / Windows 10 Genre: Indie/RPG Languages: English, Chinese (Traditional / Simplified) 【About EISYS, Inc.
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]